fltk/src/gl_start.cxx

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//
// "$Id$"
//
// OpenGL context routines for the Fast Light Tool Kit (FLTK).
//
// Copyright 1998-2010 by Bill Spitzak and others.
//
// This library is free software. Distribution and use rights are outlined in
// the file "COPYING" which should have been included with this file. If this
// file is missing or damaged, see the license at:
//
// http://www.fltk.org/COPYING.php
//
// Please report all bugs and problems on the following page:
//
// http://www.fltk.org/str.php
//
// You MUST use gl_visual() to select the default visual before doing
// show() of any windows. Mesa will crash if you try to use a visual
// not returned by glxChooseVisual.
// This does not work with Fl_Double_Window's! It will try to draw
// into the front buffer. Depending on the system this will either
// crash or do nothing (when pixmaps are being used as back buffer
// and GL is being done by hardware), work correctly (when GL is done
// with software, such as Mesa), or draw into the front buffer and
// be erased when the buffers are swapped (when double buffer hardware
// is being used)
#include <config.h>
#if HAVE_GL
#include <FL/Fl.H>
#include <FL/Fl_Window.H>
#include <FL/x.H>
#include <FL/fl_draw.H>
#include <FL/gl.h>
#include "Fl_Gl_Choice.H"
static GLContext context;
static int clip_state_number=-1;
static int pw, ph;
#ifdef WIN32
static Fl_Gl_Choice* gl_choice;
#endif
#ifdef __APPLE__
static Fl_Gl_Choice* gl_choice;
#endif
Fl_Region XRectangleRegion(int x, int y, int w, int h); // in fl_rect.cxx
/** Creates an OpenGL context */
void gl_start() {
if (!context) {
#if defined(USE_X11)
context = fl_create_gl_context(fl_visual);
#elif defined(WIN32)
if (!gl_choice) Fl::gl_visual(0);
context = fl_create_gl_context(Fl_Window::current(), gl_choice);
#elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
context = fl_create_gl_context(Fl_Window::current(), gl_choice);
#else
# error Unsupported platform
#endif
}
fl_set_gl_context(Fl_Window::current(), context);
#if !defined(WIN32) && !defined(__APPLE__)
glXWaitX();
#endif
if (pw != Fl_Window::current()->w() || ph != Fl_Window::current()->h()) {
pw = Fl_Window::current()->w();
ph = Fl_Window::current()->h();
glLoadIdentity();
glViewport(0, 0, pw, ph);
glOrtho(0, pw, 0, ph, -1, 1);
glDrawBuffer(GL_FRONT);
}
if (clip_state_number != fl_graphics_driver->fl_clip_state_number) {
clip_state_number = fl_graphics_driver->fl_clip_state_number;
int x, y, w, h;
if (fl_clip_box(0, 0, Fl_Window::current()->w(), Fl_Window::current()->h(),
x, y, w, h)) {
fl_clip_region(XRectangleRegion(x,y,w,h));
glScissor(x, Fl_Window::current()->h()-(y+h), w, h);
glEnable(GL_SCISSOR_TEST);
} else {
glDisable(GL_SCISSOR_TEST);
}
}
}
/** Releases an OpenGL context */
void gl_finish() {
glFlush();
#if !defined(WIN32) && !defined(__APPLE__)
glXWaitGL();
#endif
}
int Fl::gl_visual(int mode, int *alist) {
Fl_Gl_Choice *c = Fl_Gl_Choice::find(mode,alist);
if (!c) return 0;
#if defined(USE_X11)
fl_visual = c->vis;
fl_colormap = c->colormap;
#elif defined(WIN32)
gl_choice = c;
#elif defined(__APPLE_QUARTZ__)
// warning: the Quartz version should probably use Core GL (CGL) instead of AGL
gl_choice = c;
#else
# error Unsupported platform
#endif
return 1;
}
#endif
//
// End of "$Id$".
//